I just finished the first half of my first session as GM of a death watch campaign.
So I need help and will cut to the chase.
We started with a little prologue journey that set up the extraction mission. The prologue was so I could test the combat mechanics and rules a bit. The prologue was all DW core rule book, then I found the errata before extraction and started adjusting the weapons.
For the first 2 1/2 hours we had a great time, I threw in some npcs for an extra bit of role-play and moral choices for the characters and then we got to what I planned to be the big engagement (minus the extraction engagement) as they encountered the commissar and his imperial guard in a big fight with a hormaguant horde and 2 elite warrior tyranid.
The problem: The start of the combat was engaging, but then it VERY quickly degraded into too many route (repetitive) rounds of dice rolling in which both my players (one in particular) became extremely bored. Granted one is a girl that probably prefers the role-play side of the game, even my guy was getting a little tired. She was on her damn iPhone ! xD
So my gut was telling me it was more me than them, I needed to add something to the situation that would make them engage more. For example I thought about a random ambush from behind by another tyrannid or some npc loses his mind and attacks the team.
I also was afraid to hurt my team XD
I admit it! I didn't want to hurt them lol so I'm sure that effected things. There was a lot at play here including my lack of experience. So we will play again, but i fear if we have a repeat of boredom the female won't come back.
I am looking for examples of making the combat exciting, I want my players engaged. I think I made it too easy so they didn't really have to think on their feet. dice rolls win over time. Any feedback?
Ps. does anyone thing the tech marine servo arm is op?